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Made in us
Courageous Silver Helm



Rochester, NY

Hello, I am a fan of Raven Guard and even though I know in general space marines by themselves are not competitive I still like to try and make decent pure lists that can still make the cut. Here we go.

HQ: Shadow Captain Shrike (warlord) - 185
Captain - artificer armor, jump pack, auspex, thunder hammer, shield eternal - 210

Elite: Sternguard Veterans (5) - 2 w/ combi meltas and a drop pod - 175

Troops: Tactical Squad (10) - plasma gun & heavy bolter in a rhino - 200
Tactical Squad (5) - Sgt. w/ combi-plasma and a plasma gun in a rhino - 130
Tactical Squad (5) - Sgt. w/ combi-plasma and a plasma gun in a rhino - 130
Scout Squad (5) - camo cloaks and 5 sniper rifles - 70
Scout Squad (5) - camo cloaks, bolt pistols & close combat weapon and Sgt. w/ melta-bombs in a Land Speeder Storm w/ a heavy flamer - 115

Fast Attack: Assault Squad (5) - Vet Sgt. w/ power fist - 120
Assault Squad (7) - Vet Sgt. w/ power axe & melta bombs, 2 flamers - 159
Stormtalon Gunship - TL assault cannon & Skyhammer missile launcher - 125

Heavy Support: Devestator Squad (5) - 3 lascannons - 130
Thunderfire Cannon - 100

Total: 1849

So yeah I have a lot of scout moves and I attach the Tanky Captain and Shrike to the 5 man assault squad with the powerfist so I can infiltrate them in (usually only if I go first) I have the close combat scouts to utilize the Land Speeder Storm, but I am thinking of still giving them bolters cause they can still shoot from the open topped vehicle and rapid fire. I am not worried about my scouts assaulting, I am not sure though. I was thinking about having them be snipers as well, but 10 sniper shots 8 of which hit on 4+ against horde armies specifically guard and orks like really sucks. And in the close combat variant the Sgt. does have a melta-bomb so if I infiltrate and scout him he is 12" away from enemy and I am sure the enemy will be shooting at my Tanky Captain and Shrike over the scout squad and 3 other rhino tactical marines who scouted 12" in. Anyways here is two examples of some results. I just hope they are not blinded results lol.

I had 1 full game with this list at 1850 against a Tyranid player using the new codex, he brought 6 Monstrous Creatures against me 3 of them which were flying. It was the scouring, we rolled off for it, also it was hammer and anvil deployment with 4 LOS blocking blocks of ruin bunkers in the general middle of table. He had first turn, I failed to seize, which I really did not need to because I need him to move to me so it did not effect the way I had set up. Anyways I did not utilize my chapter tactics for my scout moves or outflanking except for my Land Speeder Storm starting closer and the close combat scout squad in one of the ruin building thing. Well he had a really good first turn. He vaporized the inflitrated scout squad with a flame type template that I failed to ask him if he had, so thats my noob mistake, but he also managed to put 2 wounds EACH on my Tank Captain and Shadow Captain Shrike. I had bad rolls for that and he had good rolls for him. Anyways on my turn I flamed his gargoyles with my LS storm and put some wounds on some MC's from my lascannons which could only see one of and he got cover saves, and my sniper scouts. My Sternguard got a great deepstrike and positioning, but I had bad poison shot rolls and you know he makes his 3+ saves. On to my assault phase. I have my Tank Captain and Shrike's squad assault his one MC that has a 2+ armor save the thing overwatched and killed Shrike in overwatch LMAO but then my Tank Captain and Powerfist Sgt. Murdered it. My other assault squad was able to assault his one flying MC because I was able to ground it from shooting and the power axe put a wound on it, he killed 2 of the squad and I got the power axe wound on him plus another wound from a krak grenade that he failed his save on. Anyways his turn 2 in his assault phase I killed his flying MC that was still in close combat from another power axe wound. So I took out 2 MC's of his between his first 2 turns and my 1 turn. IT was a close game all the way to the end in terms of victory points. He was able to crap out 3 ten or more model units of termagants from his tervigon. My stormbolter from a rhino won me the game when I was able to kill off his last model from a gargoyle squad that was holding one of the 3 point objectives. I ended up winning with 10 points at the end he had 8. I had another game at 1500 without the thunderfire cannon and the full tactical squad including rhino and 2 less assault marines against a Imperial Fists player. It was emperors will mission with dawn of war deployment. I had won the roll and chose to go first, but oh look my opponent stole the initiative on me. It was even for the first turn and a half for him, after that I slaughtered him, like really really bad. He had a good hit with one of his plasma cannons on 3 of my assault marines, but he rolled 3 ones LMAO. I was fortunate that my Sternguard combi-melta was able to pen and explode his landraider after one of them missed, but being inside 6" is all I needed for one. I will be having a game against a Dark Eldar player later this week so I will see how it operates more.

I am wondering how it looks to you people in words. I know its different then an actual game because dice rolls are the greatest impact on the game. Just wondering any opinions on how to tweak it.

I am thinking of taking out the power axe Vet Sgt. in the assault squad and just having him be a regular Sgt. with the melta bombs and making the squad into a 5 man with just 2 flamers and increasing the powerfist assault squad to 7 to give my Tanky Captain and Shrike more look out sir attempts. I am just not sure if having a 5 man 2 flamer assault squad will do much, yes it has melta bombs for anti-tank, but just not sure. I also don't want just one assault squad either, then there is really no other in your face threat if I only have the one with the Tank and Shrike.

Also note I am not concerned about anti-air all of us at my FLGS we usually ever only run 1 flyer if we do bring any. So I am not worried about hell turkey spam and quite frankly with any of us ever bringing 1 flyer at most. I can just usually ignore the flyer if mine can't take it out. Also I know its not fluffy to have the thunderfire cannon with Raven Guard, but the thunderfire cannon is a 'why not choice' its just too good for too cheap.

I am wondering if I should take an aegis defence line maybe with the quad gun and place it in the middle of the table half but also close enough so my devestator squad can scout 6" to use the quad gun and it will also give my rhino's at least one turn of 4+ cover saves since they scout 12" right up to it. let me know thanks!

Thanks again!

This message was edited 1 time. Last update was at 2014/02/12 21:01:21


Yeah...it's kinda like that. 
   
Made in us
Courageous Silver Helm



Rochester, NY

Hey, can you guys please give me some advice about the list, you can ignore the paragraphs of description and examples if you can just let me know about the list itself, thanks!



HQ: Shadow Captain Shrike (warlord) - 185
Captain - artificer armor, jump pack, auspex, thunder hammer, shield eternal - 210

Elite: Sternguard Veterans (5) - 2 w/ combi meltas and a drop pod - 175

Troops: Tactical Squad (10) - plasma gun & heavy bolter in a rhino - 200
Tactical Squad (5) - Sgt. w/ combi-plasma and a plasma gun in a rhino - 130
Tactical Squad (5) - Sgt. w/ combi-plasma and a plasma gun in a rhino - 130
Scout Squad (5) - camo cloaks and 5 sniper rifles - 70
Scout Squad (5) - camo cloaks, bolt pistols & close combat weapon and Sgt. w/ melta-bombs in a Land Speeder Storm w/ a heavy flamer - 115

Fast Attack: Assault Squad (5) - Vet Sgt. w/ power fist - 120
Assault Squad (7) - Vet Sgt. w/ power axe & melta bombs, 2 flamers - 159
Stormtalon Gunship - TL assault cannon & Skyhammer missile launcher - 125

Heavy Support: Devestator Squad (5) - 3 lascannons - 130
Thunderfire Cannon - 100

Total: 1849

Yeah...it's kinda like that. 
   
Made in gb
Steadfast Grey Hunter





Average

 
   
 
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